Unofficial concept prototype by Lantern Harbor — not an APA product. Seeded demo data only.

Design system

The room,
as an interface

Deep felt greens and blacks. Brass lamp glow. Chalk blue for everything you can touch. Ball colors for skill levels. One system from a phone screen to a Vegas jumbotron — this page shows the tokens and core components.

01 · Color

Felt, brass, chalk, cream

Page--ink-900
Card--ink-card
Hairline--ink-line
Felt 900--felt-900
Felt 700--felt-700
Felt 500--felt-500
Felt 300--felt-300
Brass 400--brass-400
Brass 300--brass-300
Chalk 500--chalk-500
Chalk 300--chalk-300
Cream 100--cream-100
Cream 300--cream-300
Cream 500--cream-500

All text/background pairs used in the UI meet WCAG 2.1 AA contrast on their surfaces.

02 · Type

Barlow Condensed & Barlow

Rack 'em

Division standings, week 13

Body large — Barlow 400. The reward for showing up on a Tuesday is a team that noticed you weren't there last week.

Caption — Barlow 400/500 at small sizes for metadata, hints, and table headers.

Tabular numerals for scores: 52 · 48 · 45

03 · Skill levels

The ball is the badge

Skill levels render as their pool ball — SL5 is the 5-ball. Instantly legible to anyone who's ever racked a game.

04 · Actions

Buttons, chips, tags

Default 3 spots left Forming now

05 · Surfaces

Cards & felt

Standard card

Ink surface, hairline border, soft depth.

Felt card

The table itself — for member cards and hero moments.

06 · Forms

Labeled, obvious, forgiving

Real labels on every field — no placeholder-only forms, no color-only required marks.

07 · Motion

Purposeful, reduced-motion safe

One reveal pattern (fade-rise on scroll), micro-transitions under 200ms on interactive elements, and everything honors prefers-reduced-motion. No parallax, no autoplaying carousels — motion is seasoning, not structure.